Nerfing Indirect Fire
Posts: 150
As an Allied player, I understand the need to have strong indirect fire option to counter team weapon spam, but when you invest 135 fuel into a tech building and you place it down on your cutoff near base sector and it still gets wrecked; It's just a bit unfair isn't it? OKW was designed to be able to plop down base buildings on the map to maintain map control as they take longer to get going, but this is ridiculous. 2x 120mm mortar wrecks everything now, team weapons? Kapoof! Schwere HQ? Bye-bye! Not to mention 120mm only needs one man to crew.
I suggest increasing the max range scatter for all indirect fire weapons. Similar to Pzwerfer, you need to have some risk when firing rocket artillery and the like. Katyushas should also be the same in that you need to be medium range at best to even be effective. I also suggest decreasing damage against buildings for rocket artillery and 120mm mortar similar to how priests are like right now.
Posts: 2145 | Subs: 2
Posts: 1158
Posts: 2243
it means they can defence very good in teamgames AND destroy the defence from the enemy effectivly
Posts: 609
Posts: 1740
I am the 1st to agree with you on all Mortar and artillery getting nerfed. It ruins the game in so many ways. But OKW can make anti-air out of the Med truck. And I think the teir 4 truck has an anti-air ability that was added. Still feels bad playing as OKW and getting rekt from no skill one button win tactics.
Post patch, most artillery feels way less harmful than before in my opinion. If you place your OKW truck so aggressive that it can be destroyed by indirect fire without the enemy having to push then it is your own fault. I usually place my Medic HQ in my base (in 1v1) and the Flak HQ at the fuel/cutoff to defend it.
The Flak HQ didn't get an "extra anti air ability" - The ability to target airplane is now just toggable with a 30 seconds cooldown. In this time, the flak WILL NOT shoot at infantry. So it is now either/or and not, shoot down the planes and then immediately fire at inf again.
I am waving my finger at Relic and the balance team. Next patch you better fix that shit or were gonna RIOT!!!
No, we're not.
its funny that the faction...the brits...with the best defence abilitys and teamweapons ...have also mostly the best anti defence tools and abilitys..
it means they can defence very good in teamgames AND destroy the defence from the enemy effectivly
I honestly don't give a damn about your posts because every single one of them is just a stupid biased Axis fanboy rant. You're rank is far beyond 1.000 and still your personating as the balance guru in person: https://www.coh2.org/ladders/playercard/viewBoard/10/steamid/76561198079087631
L2P or learn to give constructive feedback. But reading "huhuhu I can't win easily while playing Axis" is getting extremely annoying because you want to turn every single CoH2.org thread into this fanboy bullshit.
Posts: 150
Post patch, most artillery feels way less harmful than before in my opinion. If you place your OKW truck so aggressive that it can be destroyed by indirect fire without the enemy having to push then it is your own fault. I usually place my Medic HQ in my base (in 1v1) and the Flak HQ at the fuel/cutoff to defend it.
The Flak HQ didn't get an "extra anti air ability" - The ability to target airplane is now just toggable with a 30 seconds cooldown. In this time, the flak WILL NOT shoot at infantry. So it is now either/or and not, shoot down the planes and then immediately fire at inf again.
No, we're not.
I honestly don't give a damn about your posts because every single one of them is just a stupid biased Axis fanboy rant. You're rank is far beyond 1.000 and still your personating as the balance guru in person: https://www.coh2.org/ladders/playercard/viewBoard/10/steamid/76561198079087631
L2P or learn to give constructive feedback. But reading "huhuhu I can't win easily while playing Axis" is getting extremely annoying because you want to turn every single CoH2.org thread into this fanboy bullshit.
I'm not talking about the game in terms of 1v1, because the game is fine now in 1v1s. Indirect fire isn't that big a deal for 1v1 due to the current map pool and easy accessibility to base dives. It's in the 2s and up where getting indirect fire especially rocket artillery is just becoming more and more of an "easy MP bleed" tool that really takes the fun out of CoH2.
I'm giving feedback where the FBP was actually meant to balance out the game in terms of team games. I feel like while most of the units have been evened out somewhat. Rocket arty has more or less always been an unfun but necessary aspect of the game somewhat, i'm just proposing some changes that'll make it easier to deal with but still let it retain its role for breaking up team weapon blobs.
Posts: 26
Post patch, most artillery feels way less harmful than before in my opinion. If you place your OKW truck so aggressive that it can be destroyed by indirect fire without the enemy having to push then it is your own fault. I usually place my Medic HQ in my base (in 1v1) and the Flak HQ at the fuel/cutoff to defend it.
The Flak HQ didn't get an "extra anti air ability" - The ability to target airplane is now just toggable with a 30 seconds cooldown. In this time, the flak WILL NOT shoot at infantry. So it is now either/or and not, shoot down the planes and then immediately fire at inf again.
The whole point of trucks is to have them be more rewarding if you place them outside your base.
But right now its only somewhat useful for panzer HQ and large artillery pieces have more than enough range to safely barrage stuff even in your base, so what's even the point.
Also no, it's not a togglable mode. It's a 60 muni ability with a 1 min cooldown during which pz HQ can't shoot anything. And honestly it sucks for what id does. Who even decided that out of all factions it was okw that had to pay premium and have drawbacks for their AA when everybody else gets it fot free as a side bonus for their specific units?
Posts: 2243
Also no, it's not a togglable mode. It's a 60 muni ability with a 1 min cooldown during which pz HQ can't shoot anything. And honestly it sucks for what id does. Who even decided that out of all factions it was okw that had to pay premium and have drawbacks for their AA when everybody else gets it fot free as a side bonus for their specific units?
it was decided by a allie biased modder...
Posts: 2145 | Subs: 2
Post patch, most artillery feels way less harmful than before in my opinion. If you place your OKW truck so aggressive that it can be destroyed by indirect fire without the enemy having to push then it is your own fault. I usually place my Medic HQ in my base (in 1v1) and the Flak HQ at the fuel/cutoff to defend it.
The Flak HQ didn't get an "extra anti air ability" - The ability to target airplane is now just toggable with a 30 seconds cooldown. In this time, the flak WILL NOT shoot at infantry. So it is now either/or and not, shoot down the planes and then immediately fire at inf again.
To quote the very wise and famous Bonebleeder "Thank you for sharing"
Posts: 4474
Posts: 3032 | Subs: 3
you are so lol...it is wrong what i wrote? No..it isnt.
if iam not under rank 1000 ..i dont allow write something in this forum?
Yup, a rank limit would be awesome for balance forums in order to avoid people like you.
You are a player 1.) that mains one side/faction only and 2.) with terrible stats on top of that. That's literally the worst type of balance poster(next to the people who post in these forums even tho they dont play this game at all)
Posts: 2243
Yup, a rank limit would be awesome for balance forums in order to avoid people like you.
You are a player 1.) that mains one side/faction only and 2.) with terrible stats on top of that. That's literally the worst type of balance poster(next to the people who post in these forums even tho they dont play this game at all)
i play only random team games...in most cases i have the best stats from the players at the end.
it easy understandable that you cant reach good places with randoms.
Posts: 2885
Posts: 2243
I'll just leave here the note that before the patch allied arty had less friendly fire potential than axis one. This has been normalised in DBP, which is an overall nerf to all allied artillery pieces. How come that some still consider them too good?
hmm..compare PW with LM or caliope or katjuscha.
pw i think has 9 rockets....caliope and katjuscha around 20...and LM around 30 rockets
answer ok?
Posts: 2885
hmm..compare PW with LM or caliope or katjuscha.
pw i think has 9 rockets....caliope and katjuscha around 20...and LM around 30 rockets
answer ok?
I checked it out for you:
-PW shoots 10 rockets in one quick salvo
-Katy shoots 4 rockets in each of its 4 salvos.
-Calliope shoots 3 salvos, first 2 have 7 rockets, the last one has 4 rockets.
-LM shoots 30 rockets in one, very slow salvo.
This basically means that only PW and calliope have any real damage potential becouse after first initial salvo, or in case of LM first initial few shots, every sane player repositions. LM and katy are much more area denial tools than damage dealers.
If you want to learn to use PW better, you should try using it as close as possible, behind a shotblocker. This lets you use main advantages of the unit such as big alpha strike and high projectile trajectory and avoid its main weakness, high spread.
Posts: 13496 | Subs: 1
I'll just leave here the note that before the patch allied arty had less friendly fire potential than axis one. This has been normalised in DBP, which is an overall nerf to all allied artillery pieces. How come that some still consider them too good?
Read the patch notes that was not the only changes affecting arty.
Posts: 2243
This basically means that only PW and calliope have any real damage potential becouse after first initial salvo, or in case of LM first initial few shots, every sane player repositions. LM and katy are much more area denial tools than damage dealers.
this is so false in so many ways..
Posts: 150
I checked it out for you:
-PW shoots 10 rockets in one quick salvo
-Katy shoots 4 rockets in each of its 4 salvos.
-Calliope shoots 3 salvos, first 2 have 7 rockets, the last one has 4 rockets.
-LM shoots 30 rockets in one, very slow salvo.
This basically means that only PW and calliope have any real damage potential becouse after first initial salvo, or in case of LM first initial few shots, every sane player repositions. LM and katy are much more area denial tools than damage dealers.
If you want to learn to use PW better, you should try using it as close as possible, behind a shotblocker. This lets you use main advantages of the unit such as big alpha strike and high projectile trajectory and avoid its main weakness, high spread.
This is what I'm suggesting, lets change most rocket arty to high risk high reward units similar to pwerfer, where they have to get closer to the action in order to deal any real damage. My theory for this is that most of the maps for team games are usually long and narrow, hence it is almost impossible to get through any flanking unit to deal with katy; not to mention, high ranking players will shift queue their artillery pieces back to base once its done with barrage. By increasing scatter at max range, players will be more incentivised to think whether they should barrage from max range and risk wasting their long cool down or to go in closer and have a chance of doing a lot of damage to enemies.
Livestreams
7 | |||||
5 | |||||
4 |
Ladders Top 10
-
#Steam AliasWL%Streak
- 1.831222.789+37
- 2.34957.860+14
- 3.589215.733+4
- 4.1101614.642+2
- 5.305114.728+1
- 6.916405.693-2
- 7.272108.716+23
- 8.721440.621+3
- 9.1041674.607-2
- 10.17146.788+1
Replay highlight
- cblanco ★
- 보드카 중대
- VonManteuffel
- Heartless Jäger
Board Info
8 posts in the last week
38 posts in the last month
Welcome our newest member, samudrabet808
Most online: 2043 users on 29 Oct 2023, 01:04 AM